Everyone does this wrong in ZBrush

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  • Опубликовано: 26 ноя 2023
  • My #1 sculpting tip. We were all noobs once. stop it.
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Комментарии • 26

  • @yuezhang5551
    @yuezhang5551 8 месяцев назад +13

    great tips, thank you J!

  • @11nephilim
    @11nephilim 8 месяцев назад +12

    True! Also remember that you can retopo at *any* stage you like and simply use the mesh project functions to transfer your existing sculpt data onto the newly retopo'd mesh.
    That way you can have a useable mesh with clean topo and subdiv levels, without having to remesh down and lose any higher frequency details you've already worked on.

  • @simple3d326
    @simple3d326 8 месяцев назад +4

    This man’s a legend

  • @benjudd3486
    @benjudd3486 6 месяцев назад +1

    This is spot on. You can also lower the subdivision level if there are larger silhouette tweaks you want to make without having to worry about all that extra geo.

  • @therealzahyra
    @therealzahyra 3 месяца назад

    Never thought of that, THANK YOU,you saved me from making future mistakes!

  • @Mr.Boglin
    @Mr.Boglin 5 месяцев назад +3

    So basically use Dynamesh and Sculptris Pro for sketching and forming the body/face or whatever, then Zremesh and project your detail onto the SDiv Model?

    • @artofjhill
      @artofjhill  5 месяцев назад +1

      Yup. For clean results or production models, finish with remeshed topology and subdivisions

  • @starwarz8479
    @starwarz8479 8 месяцев назад +1

    Thank you sir!!

  • @milo20060
    @milo20060 8 месяцев назад

    If you are in late stages and you really need to move something bigger and you already have dynameshed things to higher poly then the new addition of Proxy pose is the best way to do that. It keeps the detail but you get a lower poly mesh to sculpt and move things. I actually use it very frequently.

  • @benjieteyen7303
    @benjieteyen7303 7 месяцев назад

    Very true king....you really saved me making this mistake with the free character creation course 😌😉

  • @Sherif-the-Watcher
    @Sherif-the-Watcher 8 месяцев назад +1

    Thanks Hill

  • @miguelm.a7462
    @miguelm.a7462 8 месяцев назад

    Yeah, I always trying to do the best with 500 polys hahaha and then go up from there, other advice to give is that some details works better doing those on the middle subdivision, unless you are working on very little details, most of the time will look very bad sculpting those in the maximum polycount

  • @Five_y_kay
    @Five_y_kay 8 месяцев назад

    Hey, im assuming you were gone for a while,
    If so, Welcome back! I learned alot from you!

  • @akshayfreefireshorts9278
    @akshayfreefireshorts9278 7 месяцев назад

    i love jhill

  • @gyrotta
    @gyrotta 8 месяцев назад

    you should make a video on rigging characters from scratch if you know how to

  • @BrandChannelPage
    @BrandChannelPage 8 месяцев назад

    Professionals have been giving this kind of advice to beginners for over twenty years. It's not very fresh content, but it's good for variety and adding content to the channel.

    • @artofjhill
      @artofjhill  8 месяцев назад +1

      Good feedback. Really testing shorts out for now. Cheers

    • @BrandChannelPage
      @BrandChannelPage 7 месяцев назад

      @@artofjhill Yes it's difficult in these short formats to go deep and tackle more complex topics. Zbrush offers a wide range of ways to achieve a goal. And I think that's where people get lost. It would be good to develop the pros and cons, even if here again the short format is certainly not suitable.

    • @inactiveaccount6106
      @inactiveaccount6106 19 дней назад

      Yes, but some of us are new to this & have not yet heard it, so it is important for every channel to make a video reiterating what has been said time & time again. Remember, you were probably not the first to read your textbooks in grade school, neither were they the first to publish that information.

  • @asymsculpts
    @asymsculpts 8 месяцев назад

    For example, typically how many polygons do you have for a low poly?

    • @artofjhill
      @artofjhill  8 месяцев назад

      Depends on the model. A face could be 10k-30k basemesh

  • @_Shinique
    @_Shinique 19 дней назад

    It's so haaard.

    • @artofjhill
      @artofjhill  8 дней назад

      keep practicing and you'll find it a lot easier